Stellaris
Rise of Cosmic Industry BETA
102 sonuçtan 1 ile 10 arası gösteriliyor
< 1  2  3 ... 11 >
Güncelleme: 11 Eyl @ 21:28

Güncelleme: 12 Tem @ 22:03

Fixed machine autofab farms producing negative energy and exotic gases

Güncelleme: 5 Tem @ 12:41

The edict to expand a trade fleet no longer has the cost on itself, to avoid edict cost reductions.

Trade Fleets no longer cost CGs if you don't otherwise use them.

AI trade fleets will now be automatically expanded every time it returns to the source planet, if the empire can afford it.

Fixed being able expand a trade fleet more than the cap.

Added a line to the Bolster Cargo Fleet event about how it will reopen.

Added a periodic recheck of how many cargo fleets you have in case they get nommed

Güncelleme: 25 May @ 14:02

Autofab now inherits Farmer modifiers properly

Güncelleme: 19 May @ 21:02

Autofab now inherits Farmer Exotic Gas Production modifiers, so the bioreactor works properly with autofab farms now.

Güncelleme: 19 May @ 11:02

Autofab now inherits Farmer Energy Production modifiers, so the bioreactor works properly with autofab farms now.

Güncelleme: 7 May @ 9:22

Updated to 3.12

Autofab modules on habitats now cost 0.2 alloys for upkeep, like the districts

Autofab energy modules on habitats now properly use up Habitat Energy District cap

Autofab mining modules on habitats now properly use up Habitat Mining District cap

Güncelleme: 24 Mar @ 22:09

The edict to add more trade ships to existing trade fleets now requires you to have just a trade fleet, instead of an active trade route.

The edict to add more trade ships to existing trade fleets now multiplies cargo capacity instead, since paradox decided multi-ship civilian fleets is bad.

The edict to add more trade ships no longer fucks the name.

Güncelleme: 27 Şub @ 12:36

Updated to 3.11

Güncelleme: 31 Oca @ 15:47

Fixed autofab mines not producing minerals